Browsing '2013': Students starting in 2013

Long time ago!

It’s been a long time since last time I posted. Today we fixed the screen getting a picture, and now I am looking att fixing collision between diffrent tiles in the game.

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Program: Programming

Long time ago!

It’s been a long time since last time I posted. Today we fixed the screen getting a picture, and now I am looking att fixing collision between diffrent tiles in the game.

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Program: Programming

Final Assignment – Construction

One half of the last assignment for our 2D graphics course was to construct a character from an allready drawn loose sketch. I decided to put what I’ve learned about line-weight finally to practise. Using “Kyle T Websters Ultimate Inking Thick n’ Thin” brush which can be bought here:https://gumroad.com/kyletwebster I could really emphasize where thicker lines should be.
To the left is the loose sketch and to the right is what I came up with

Working with thicker lines […]

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Program: Graphics

Final Assignment – Construction

One half of the last assignment for our 2D graphics course was to construct a character from an allready drawn loose sketch. I decided to put what I’ve learned about line-weight finally to practise. Using “Kyle T Websters Ultimate Inking Thick n’ Thin” brush which can be bought here:https://gumroad.com/kyletwebster I could really emphasize where thicker lines should be.
To the left is the loose sketch and to the right is what I came up with

Working with thicker lines […]

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Program: Graphics

Programming Project Part 9

This is the second to last day before deadline so today and tomorrow will be dedicated to fishing for as many points as possible, with a simple animation and a dev-room for collision-testing.
Today I added a timer to get an actual win-condition and not just a score to improve and I also adjusted some things to make the game a hell of a lot harder (faster missiles, smaller explosion and a limit to two explosions out at the same time) […]

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Program: Programming

Programming Project Part 9

This is the second to last day before deadline so today and tomorrow will be dedicated to fishing for as many points as possible, with a simple animation and a dev-room for collision-testing.
Today I added a timer to get an actual win-condition and not just a score to improve and I also adjusted some things to make the game a hell of a lot harder (faster missiles, smaller explosion and a limit to two explosions out at the same time) […]

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Program: Programming

Game Programming I – Assingment day 24

Worked more on the overlap function today.
box vs box and circle vs circle collisions now work better.
Added an enemy class called FoeLarge.
The FoeLarge is spawned at the middle of the x-line of coordinates no matter what resolution you set the game to.
The new enemy takes damage from bullets but not from the player.
The player collides with the large enemy but takes no damage.
Added victory and defeat conditions.
Helped a little with the options state.
 

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Program: Programming

Game Programming I – Assingment day 24

Worked more on the overlap function today.
box vs box and circle vs circle collisions now work better.
Added an enemy class called FoeLarge.
The FoeLarge is spawned at the middle of the x-line of coordinates no matter what resolution you set the game to.
The new enemy takes damage from bullets but not from the player.
The player collides with the large enemy but takes no damage.
Added victory and defeat conditions.
Helped a little with the options state.
 

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Program: Programming

Programming Project, day 29 – part 4 – Game complete and no memory leaks

I ran the Visual Leak Detector for Visual C++ 2008/2010/2012, and “No memory leaks detected.”. I thought for sure that I had forgotten some pointers somewhere.
I also put all #includes in a certain order in every .cpp file.
The game is done now, there is always improvements that can be made but I’m feeling pretty done now.
My final project score should be at least 110 points (that’s about top score), I may get extra points somewhere. I’ve got every single thing […]

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Program: Programming

Programming Project, day 29 – part 4 – Game complete and no memory leaks

I ran the Visual Leak Detector for Visual C++ 2008/2010/2012, and “No memory leaks detected.”. I thought for sure that I had forgotten some pointers somewhere.
I also put all #includes in a certain order in every .cpp file.
The game is done now, there is always improvements that can be made but I’m feeling pretty done now.
My final project score should be at least 110 points (that’s about top score), I may get extra points somewhere. I’ve got every single thing […]

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Program: Programming

Programming Project, day 29 – part 3

There is now an option in the graphics options state to turn off the “menu objects effect” (the objects flying around colliding when in certain menu’s).

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Program: Programming

Programming Project, day 29 – part 3

There is now an option in the graphics options state to turn off the “menu objects effect” (the objects flying around colliding when in certain menu’s).

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Program: Programming

Programming Project, day 29 – part 2

Added a desert level and custom particle effects for it.
Now it’s time to check the circle vs circle collision again to see if it isn’t box vs box.

There is also an alien level (thanks to Ludde!):

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Program: Programming

Programming Project, day 29 – part 2

Added a desert level and custom particle effects for it.
Now it’s time to check the circle vs circle collision again to see if it isn’t box vs box.

There is also an alien level (thanks to Ludde!):

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Program: Programming

This is the end! Post #8

We wrapped up the last of our game last night. With Fabian’s fabulous dedication  and with some guidance from Jerry we got TTF to work, and we now have everything we want in the game. Time to write the individual report today-tomorrow and then that’s the end of Game programming 1. Rushing into game programming 2 and game development next week.

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Program: Programming

This is the end! Post #8

We wrapped up the last of our game last night. With Fabian’s fabulous dedication  and with some guidance from Jerry we got TTF to work, and we now have everything we want in the game. Time to write the individual report today-tomorrow and then that’s the end of Game programming 1. Rushing into game programming 2 and game development next week.

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Program: Programming

This is the end! Post #8

We wrapped up the last of our game last night. With Fabian’s fabulous dedication  and with some guidance from Jerry we got TTF to work, and we now have everything we want in the game. Time to write the individual report today-tomorrow and then that’s the end of Game programming 1. Rushing into game programming 2 and game development next week.

/ Comments Off on This is the end! Post #8
Program: Programming

This is the end! Post #8

We wrapped up the last of our game last night. With Fabian’s fabulous dedication  and with some guidance from Jerry we got TTF to work, and we now have everything we want in the game. Time to write the individual report today-tomorrow and then that’s the end of Game programming 1. Rushing into game programming 2 and game development next week.

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Program: Programming

Programming Project, day 29 – part 1

I tidied up the code and removed some things that Isn’t needed.
I added map-change support (only sprite change) and added some types of sprites. A graphic student, Ludwig Lindstål, made many of the map-types.
This is the result:


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Program: Programming

Programming Project, day 29 – part 1

I tidied up the code and removed some things that Isn’t needed.
I added map-change support (only sprite change) and added some types of sprites. A graphic student, Ludwig Lindstål, made many of the map-types.
This is the result:


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Program: Programming

Past 2 weeks

Ok, so I’ve been slacking off with the typing, and didn’t work for a week after new year. So here’s a summary.
I mentioned that SDL_Timer took a lot of CPU last time, and it was partially true, but not the sole reason. I had forgot to add SDL_delay(), causing the application to use any available CPU power, updating an arbitrary amount of times a second. after adding a delay of 10ms, it worked smoothly (albeit still use more CPU than […]

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Program: Programming

Past 2 weeks

Ok, so I’ve been slacking off with the typing, and didn’t work for a week after new year. So here’s a summary.
I mentioned that SDL_Timer took a lot of CPU last time, and it was partially true, but not the sole reason. I had forgot to add SDL_delay(), causing the application to use any available CPU power, updating an arbitrary amount of times a second. after adding a delay of 10ms, it worked smoothly (albeit still use more CPU than […]

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Program: Programming

Programming assignment 2014-01-(16-18)

Been working around the clock but now I’ve finally got the menus working as intended, they all use the same window! This was achieved by making a pointer from engine’s drawmanager to every state so that they all received the same window.
UPDATE: I’ve added the a background color to every menu. And added it to the most updated collision version of the game. There is a lot of work to be done to make engine’s draw manager work everywhere. Almost […]

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Program: Programming

Programming assignment 2014-01-(16-18)

Been working around the clock but now I’ve finally got the menus working as intended, they all use the same window! This was achieved by making a pointer from engine’s drawmanager to every state so that they all received the same window.
UPDATE: I’ve added the a background color to every menu. And added it to the most updated collision version of the game. There is a lot of work to be done to make engine’s draw manager work everywhere. Almost […]

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Program: Programming